﻿using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
public static class  EditorRoot{

    public static string SourcePath = Application.dataPath + "/GResources";
    public static string OutPath = Application.streamingAssetsPath;


    [MenuItem("Build/AssetBundle for Android",false,401)]
    public static void AssetBundleBuildForAndroid()
    {
        BuildAssetBundle.Buiid(SourcePath, OutPath, BuildTarget.Android);
    }

    [MenuItem("Build/AssetBundle for Windows",false,402)]
    public static void AssetBundleBuildForWindows()
    {
        BuildAssetBundle.Buiid(SourcePath, OutPath, BuildTarget.StandaloneWindows);
    }

    [MenuItem("Build/AssetBundle for iOS",false,403)]
    public static void AssetBundleBuildForIOS()
    {
        BuildAssetBundle.Buiid(SourcePath, OutPath, BuildTarget.iOS);
    }

    [MenuItem("Build/CopyLuaRes", false, 404)]
    public static void CopyLuaRes()
    {
        BuildAssetBundle.CopyLuaRes();
    }

    [MenuItem("Build/Build Lua res")]
    public static void BuildFoeLuaRes()
    {
        BuildAssetBundle.BuildLuaRes();
    }


    [MenuItem("Build/Build Version")]
    public static void BuildVersion()
    {
        BuildAssetBundle.BuildVersion();
    }

    [MenuItem("Build/Build Zip")]
    public static void BuildZip()
    {
        BuildAssetBundle.BuildZip();
    }

    [MenuItem("Build/Build AB AES")]
    public static void BuildABByAes()
    {
        BuildAssetBundle.BuildABByAes(SourcePath, OutPath, BuildTarget.StandaloneWindows);
    }

}
